Welcome to mirror list, hosted at ThFree Co, Russian Federation.

node_principled_bsdf.osl « shaders « kernel « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 23949f406c76dac2f223784c2b6f6006a653eb4a (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
/*
 * Copyright 2011-2017 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#include "node_fresnel.h"
#include "stdcycles.h"

shader node_principled_bsdf(string distribution = "Multiscatter GGX",
                            string subsurface_method = "burley",
                            color BaseColor = color(0.8, 0.8, 0.8),
                            float Subsurface = 0.0,
                            vector SubsurfaceRadius = vector(1.0, 1.0, 1.0),
                            color SubsurfaceColor = color(0.7, 0.1, 0.1),
                            float Metallic = 0.0,
                            float Specular = 0.5,
                            float SpecularTint = 0.0,
                            float Roughness = 0.5,
                            float Anisotropic = 0.0,
                            float AnisotropicRotation = 0.0,
                            float Sheen = 0.0,
                            float SheenTint = 0.5,
                            float Clearcoat = 0.0,
                            float ClearcoatRoughness = 0.03,
                            float IOR = 1.45,
                            float Transmission = 0.0,
                            float TransmissionRoughness = 0.0,
                            normal Normal = N,
                            normal ClearcoatNormal = N,
                            normal Tangent = normalize(dPdu),
                            output closure color BSDF = 0)
{
  float f = max(IOR, 1e-5);
  float diffuse_weight = (1.0 - clamp(Metallic, 0.0, 1.0)) * (1.0 - clamp(Transmission, 0.0, 1.0));
  float final_transmission = clamp(Transmission, 0.0, 1.0) * (1.0 - clamp(Metallic, 0.0, 1.0));
  float specular_weight = (1.0 - final_transmission);

  vector T = Tangent;

  float m_cdlum = luminance(BaseColor);
  color m_ctint = m_cdlum > 0.0 ? BaseColor / m_cdlum :
                                  color(1.0, 1.0, 1.0);  // normalize lum. to isolate hue+sat

  /* rotate tangent */
  if (AnisotropicRotation != 0.0)
    T = rotate(T, AnisotropicRotation * M_2PI, point(0.0, 0.0, 0.0), Normal);

  if (diffuse_weight > 1e-5) {
    if (Subsurface > 1e-5) {
      color mixed_ss_base_color = SubsurfaceColor * Subsurface + BaseColor * (1.0 - Subsurface);
      if (subsurface_method == "burley") {
        BSDF = mixed_ss_base_color * bssrdf("principled",
                                            Normal,
                                            Subsurface * SubsurfaceRadius,
                                            SubsurfaceColor,
                                            "roughness",
                                            Roughness);
      }
      else {
        BSDF = mixed_ss_base_color * bssrdf("principled_random_walk",
                                            Normal,
                                            Subsurface * SubsurfaceRadius,
                                            mixed_ss_base_color,
                                            "roughness",
                                            Roughness);
      }
    }
    else {
      BSDF = BaseColor * principled_diffuse(Normal, Roughness);
    }

    if (Sheen > 1e-5) {
      color sheen_color = color(1.0, 1.0, 1.0) * (1.0 - SheenTint) + m_ctint * SheenTint;

      BSDF = BSDF + sheen_color * Sheen * principled_sheen(Normal);
    }

    BSDF = BSDF * diffuse_weight;
  }

  if (specular_weight > 1e-5) {
    float aspect = sqrt(1.0 - Anisotropic * 0.9);
    float r2 = Roughness * Roughness;

    float alpha_x = r2 / aspect;
    float alpha_y = r2 * aspect;

    color tmp_col = color(1.0, 1.0, 1.0) * (1.0 - SpecularTint) + m_ctint * SpecularTint;

    color Cspec0 = (Specular * 0.08 * tmp_col) * (1.0 - Metallic) + BaseColor * Metallic;

    if (distribution == "GGX" || Roughness <= 0.075) {
      BSDF = BSDF + specular_weight *
                        microfacet_ggx_aniso_fresnel(Normal,
                                                     T,
                                                     alpha_x,
                                                     alpha_y,
                                                     (2.0 / (1.0 - sqrt(0.08 * Specular))) - 1.0,
                                                     BaseColor,
                                                     Cspec0);
    }
    else {
      BSDF = BSDF + specular_weight * microfacet_multi_ggx_aniso_fresnel(
                                          Normal,
                                          T,
                                          alpha_x,
                                          alpha_y,
                                          (2.0 / (1.0 - sqrt(0.08 * Specular))) - 1.0,
                                          BaseColor,
                                          Cspec0);
    }
  }

  if (final_transmission > 1e-5) {
    color Cspec0 = BaseColor * SpecularTint + color(1.0, 1.0, 1.0) * (1.0 - SpecularTint);
    float eta = backfacing() ? 1.0 / f : f;

    if (distribution == "GGX" || Roughness <= 5e-2) {
      float cosNO = dot(Normal, I);
      float Fr = fresnel_dielectric_cos(cosNO, eta);

      float refl_roughness = Roughness;
      if (Roughness <= 1e-2)
        refl_roughness = 0.0;

      float transmission_roughness = refl_roughness;
      if (distribution == "GGX")
        transmission_roughness = 1.0 - (1.0 - refl_roughness) * (1.0 - TransmissionRoughness);

      BSDF = BSDF +
             final_transmission *
                 (Fr * microfacet_ggx_fresnel(
                           Normal, refl_roughness * refl_roughness, eta, BaseColor, Cspec0) +
                  (1.0 - Fr) * BaseColor *
                      microfacet_ggx_refraction(
                          Normal, transmission_roughness * transmission_roughness, eta));
    }
    else {
      BSDF = BSDF +
             final_transmission * microfacet_multi_ggx_glass_fresnel(
                                      Normal, Roughness * Roughness, eta, BaseColor, Cspec0);
    }
  }

  if (Clearcoat > 1e-5) {
    BSDF = BSDF + principled_clearcoat(
                      ClearcoatNormal, Clearcoat, ClearcoatRoughness * ClearcoatRoughness);
  }
}